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Champion System and XP Feedback

  • Suhxtob-yu
    Suhxtob-yu
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    There needs to be more benefit for PvP. As it stands, PvPers are being forced to do what we hate most which is grinding. But it truely is a very simple solution, grant more XP and CP for PvP activities. Oh and hey while your at it, how bout throwing us some love in the form of some new content?

    PvP has been on the back burner for far too long.
  • spinedoc
    spinedoc
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    I think a ton of this would be alleviated by CONTENT! If players had content to do they would happily do it, and CP, xp, levels, etc would be the usual icing on the cake to enjoying content. As someone who played since launch I can remember how excited I was when ZOS promised us monthly updates in exchange for our $15/month. That slipped to 6-8 weeks, eventually devolving into never, at least in terms of solo quest players. I don't think PVP got much either, although I'm not a PVP guy. Group players got Craglorn, but the whole lack of quest sharing borked it and forced players to boss zerg.

    I played all day today, a rare treat in my busy schedule. I was enlightened in the morning and overall I got about 6cp. Not terrible, but seeing the intangible benefits one point gives I'd wish for more but it's not a deal breaker for me. I think it's just that players are bored senseless. It's such an awesome game, but no MMO can survive without content. CP seems like a way to force us to play, to force that dopamine rush when something dings to try and replace the lack of content in the game. So now we have what 3600 dings?

    I have no idea what the numbers of subs are, but they can't be great. I'm assuming ZOS has some kind of plan when the monetize the game after going F2P, and maybe they are banking on having an entirely different clientele.
  • Bloodfang
    Bloodfang
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    If you ask me, its best to make it on timer..Where 3 CP is max you can get in a day..

    1 CP if you play 1 hour
    2 CP if you play 2 hours
    3 CP if you play 3 hours

    There you go, plenty of motivation to log in..you wont have to worry about grinding xp..you will just play the damn game and stop looking at the Champion UI every 5secs..

    And about Enlightenment, it should activate only to those casuals who play less than 10 hours weekly, and it should allow them to get a few more CPs when they do play..

    It's a really bad idea connecting CS with XP. Too many grinders get ahead. It's not a good idea to award more CP's if you play longer either (That's why 3 hours should be daily cap).

    Oh and ZOS perhaps reduce the Champion Points cap to about 360 for now..Monitor you casual playerbase and when 90% of them reach the cap increase it for another 360 points..and so on and on..
    Edited by Bloodfang on March 9, 2015 4:39AM
  • Storm1732
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    What I think may be helpful that would minimize the gap between casual and more hardcore players is make it so that when you get your enlightened champion point you basically get 1 point for warrior,thief, and mage.

    Then make the experience you receive while not enlightened significantly reduced and each champion point you earn while not enlightened is the same as it is now so for example you would earn one for warrior instead of for all 3. This way casual players can potentially earn 3 points per day while more hardcore players can earn a few more but the disparity between points would be reduced.
  • Personofsecrets
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    Max cp should be a real go, no something that would take 3+ years.
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
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    @ZOS_GinaBruno There's just one thing I really want to know, so I know whether to feel free to get Champion Points now or not; are they going to be rolled back to 70 for me when March 17th hits? Been reluctant to do quests because of this fear...

    This is a good idea actually, some people have exploited the xp so much in the last week that it is impossible for anyone to catch up to them now. I'd go for a reset and I have about 85 cp.

    The problem grinding mobs, if you can get past the boredom (or hire a tiwanees as im sure some of them do) or have a guild you can exploit with in AvA then you can grind rather fast. Why? Because there is no down time.

    1 With questing you have to read the quest "theoretically" and run around all over the place, if you choose to sneak past mobs then you get less xp but get the final reward faster if you don't get caught and killed. But most of the time spent questing is downtime in which you earn nothing.

    2 Same goes with vet dungeons, you have to organize a group and that could take a LOT of time, you could throw one together and take your chances but then you run the risk of getting bad players who cause you to die over and over and over again. This not only gets you no CP but it also gets you a nifty bill in the end, unlike AvA.

    3 Trials is even worse for the CP gain because of the larger organizational down time.

    4 With grinding mobs you just run out to a spot and kill in a circle. The end. Zero down time once you establish your position.

    Solutions: 1 nerf all mobs to the dirt xp wise. This is a terrible solution as it penalizes those who are questing and killing mobs as well as those doing dungeons and trials as a large part of their CP gains come from this exact thing. Very bad choice.

    2 Greatly boost CP gain from quests, dungeons and trials to make them on par with the no down time grinding method. This one is okay I suppose but you will have ppl with full CP in a few months then what... are you ready for that?

    3 Diminishing returns on all bosses and mob types this involves putting all mob xp back up to original amounts then apply diminishing returns for killing mobs of the same type. If you kill 10 wolves you now earn 50% of the xp of the wolf 10 more 25% 10 more 0%. Give it an hour cooldown. same with bosses if you kill a boss next time you kill him you get 50% then 25% then 0% 1 hour cooldown. The numbers are arbitrary and can be worked out.

    This solution not only makes good sense but other MMO's have applied this method with great success. It rewards diverse play.

    Hope this helps.

    Edit:

    Forgot to add my <3@ZOS_GinaBruno for working so hard and taking so much heat. Also props to @Audigy for also suggesting diminishing returns which is definitely the way to go. <3
    Edited by kelly.medleyb14_ESO on March 9, 2015 3:42AM
  • Lava_Croft
    Lava_Croft
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    One more thing: Please do not make the Champion System yet another thing to grind out in a month or two. The (very) long term progression is good.
  • Siluen
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    I would like more options to gain champion points that involve playing the game in a normal, enjoyable fashion.

    For example, I would like to see champion points tied to daily activities. Grant a champion point for the pledges. Grant a champion point when you have completed all the kill 20 of X quests in Cyrodiil. Perhaps a CP or two for clearing Dragonstar Arena once per day. That kind of thing. Or at least make daily quests and activities more rewarding.

    The XP reward for the pledges is nothing to write home about, nor did the daily hubs in Cyrodiil make me feel warm inside. I really love this game, but I cannot help but laugh at the amount of XP you get for certain activities and wonder how we were intended to gain CP if not through funky exploits.
    Edited by Siluen on March 9, 2015 3:42AM
  • cozmon3c_ESO
    cozmon3c_ESO
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    Hi everyone,

    We've been reading your posts and understand that many of you are frustrated over recent developments in the game including how you gain Champion Points, how often you're able to gain a Point, how you can gain XP (and therefore, get Champion Points!), among a number of other things. We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.

    We can tell you that we are planning to adjust XP that you receive from dungeons and Trials so they offer a more viable way to level and/or receive Champion Points. We also are continuing to hammer on the Enlightenment issues that many of you are experiencing - we want to make sure it works so you can get the Points you deserve. Tell us what's been frustrating you, and we'll do our best to address it. Just remember to stay constructive and respectful - you're allowed to not like something, but tell us why and what we can do to make it better.

    Thanks!

    and nothing in the plans for increasing for pvp, are you serious, we have been lagging behind pve stuff since you nerfed xp gains in pvp at a launch. can we get some insight on increasing for pvp?
    Guild UMBRA Chapter Lead
    ~Leper Si -V14 Sorcerer~
    Youtube Channel - Leper
    https://www.youtube.com/user/TheCozmon3c/videos
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
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    Hi everyone,

    We've been reading your posts and understand that many of you are frustrated over recent developments in the game including how you gain Champion Points, how often you're able to gain a Point, how you can gain XP (and therefore, get Champion Points!), among a number of other things. We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.

    We can tell you that we are planning to adjust XP that you receive from dungeons and Trials so they offer a more viable way to level and/or receive Champion Points. We also are continuing to hammer on the Enlightenment issues that many of you are experiencing - we want to make sure it works so you can get the Points you deserve. Tell us what's been frustrating you, and we'll do our best to address it. Just remember to stay constructive and respectful - you're allowed to not like something, but tell us why and what we can do to make it better.

    Thanks!

    and nothing in the plans for increasing for pvp, are you serious, we have been lagging behind pve stuff since you nerfed xp gains in pvp at a launch. can we get some insight on increasing for pvp?

    This is a case of a couple bad apples ruining the whole bunch, you have about 10 ppl that constantly exploit AvA mechanics, if you want to know who they are just look on the Emp lists at those who are millions of AP above everyone else. Until that is addressed then no xp for you.

    It's the same in PVE but its much less evident, unless ppl brag about it (which some have) you will never know who is exploiting mechanics.

    Edit: A severe diminishing returns would help in this but it would also have to be applied to keep and resource node bonuses.
    Edited by kelly.medleyb14_ESO on March 9, 2015 4:46AM
  • Tyr
    Tyr
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    Grao wrote: »
    reduce the amount of XP required for each champion point from 400,000 to the 200,000 used for the conversion of pre 1.6 veteran rank characters to post 1.6 characters under the new champion system . No players XP earned should be worth half of another players xp earned regardless of when they earned it .

    Take various locations where there are few post level 50 quests , and increase the respawn rate of the mobs there while ensuring those mobs also provide level appropriate XP . Some players would prefer to grind mobs over quests and they should have places to goto for that .

    Increase the XP earned from doing instanced dungeons (group and solo) .

    Increase the XP awarded in PvP for killing another player or any other activity that is related directly to PvP(edit to include other PvP related actions) . Basically I do not want to see PvPers forced to grind PVE so they can be competitive in PvP .

    roll back the gains of those who abused the enlightenment bug . Cheaters should not be rewarded .

    I will have to disagree with you on the last point. Zenimax cannot roll back those that gained CPs by grinding spots as we weren't warned that was an exploit. As far as we were aware Enlightenment was supposed to grant us about 8 CPs before fading away - Rolling back progress simply because ZoS made a mistake releasing an untested patch to Live is absurd.

    Absolutely not true. It was made clear by the devs that players would be granted the equivalent of 1CP worth of enlightened XP per 24 hour period for up to 3 days. Nowhere was it stated that you could gain 8CP while enlightened.

    You weren't cheating by grinding certain spots, but you deserve to have up to about 65% of you CP gains rolled back.
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
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    Tyr wrote: »
    Grao wrote: »
    reduce the amount of XP required for each champion point from 400,000 to the 200,000 used for the conversion of pre 1.6 veteran rank characters to post 1.6 characters under the new champion system . No players XP earned should be worth half of another players xp earned regardless of when they earned it .

    Take various locations where there are few post level 50 quests , and increase the respawn rate of the mobs there while ensuring those mobs also provide level appropriate XP . Some players would prefer to grind mobs over quests and they should have places to goto for that .

    Increase the XP earned from doing instanced dungeons (group and solo) .

    Increase the XP awarded in PvP for killing another player or any other activity that is related directly to PvP(edit to include other PvP related actions) . Basically I do not want to see PvPers forced to grind PVE so they can be competitive in PvP .

    roll back the gains of those who abused the enlightenment bug . Cheaters should not be rewarded .

    I will have to disagree with you on the last point. Zenimax cannot roll back those that gained CPs by grinding spots as we weren't warned that was an exploit. As far as we were aware Enlightenment was supposed to grant us about 8 CPs before fading away - Rolling back progress simply because ZoS made a mistake releasing an untested patch to Live is absurd.

    Absolutely not true. It was made clear by the devs that players would be granted the equivalent of 1CP worth of enlightened XP per 24 hour period for up to 3 days. Nowhere was it stated that you could gain 8CP while enlightened.

    You weren't cheating by grinding certain spots, but you deserve to have up to about 65% of you CP gains rolled back.

    I agree with this, a rolleback of the few who exploited is healthy for the game. As it is ZoS has a bunch of very unhappy ppl who now can't catch up to the exploiters because they just found out about the KNOWN exploits.
  • KaneK899ub17_ESO
    Crux of the issue is not exp gain rates, it's the power disparity. Ask yourself why it matters if someone has more CP: the answer is because they become significantly stronger than people with less CP. Why is this an issue? It rewards grinding and exploiting more than playing content and skill. Capping it only mitigates the issue in the short-term. Linking it to achievements only gives a new flavor to the same problem.

    The solution? Re-work Champ system into a horizontal progression instead of vertical. All the woes go away.

    You can be quite creative with the system, too. Have champ skills that change aesthetics, or use it to open up new build possibilities. One simple example of the latter is having a skill that grants the same HP/Stam regen buffs as Green Dragon Blood when a Draconic Power skill is used. You can grab this on a regen build and drop GDB to open up a new slot. You sacrifice the on-demand heal for a skill slot while keeping the buff up-time. Simple, adds flexibility to build styles, doesn't offer an inherent power advantage.

    A different option would be to make the first, say 800 CP easier to obtain and scale it up as you gain more CP. This offers the opportunity for new players/casuals to gain power and even the odds relatively quickly, maintains a slight edge for veteran players and minimal changes have to be made. It can easily be scaled to take the same amount of time to gain all 3600 CP as it does now, but with the first third of it or whatever coming much faster and the final third coming much slower.
    Edited by KaneK899ub17_ESO on March 9, 2015 6:32AM
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
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    Crux of the issue is not exp gain rates, it's the power disparity. Ask yourself why it matters if someone has more CP: the answer is because they become significantly stronger than people with less CP. Why is this an issue? It rewards grinding and exploiting more than playing content and skill. Capping it only mitigates the issue in the short-term. Linking it to achievements only gives a new flavor to the same problem.

    The solution? Re-work Champ system into a horizontal progression instead of vertical. All the woes go away.

    You can be quite creative with the system, too. Have champ skills that change aesthetics, or use it to open up new build possibilities. One simple example of the latter is having a skill that grants the same HP/Stam regen buffs as Green Dragon Blood when a Draconic Power skill is used. You can grab this on a regen build and drop GDB to open up a new slot. You sacrifice the on-demand heal for a skill slot while keeping the buff up-time. Simple, adds flexibility to build styles, doesn't offer an inherent power advantage.

    A different option would be to make the first, say 800 CP easier to obtain and scale it up as you gain more CP. This offers the opportunity for new players/casuals to gain power and even the odds relatively quickly, maintains a slight edge for veteran players and minimal changes have to be made. It can easily be scaled to take the same amount of time to gain all 3600 CP as it does now, but with the first third of it or whatever coming much faster and the final third coming much slower.

    It's not the "crux of the issue" it's not even an issue. It's the way MMORPGS work. If you want everyone to be equal all the time play an FPS not an MMORPG.
  • olsborg
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    Personally I wish enlightenement kicked in sooner after being offline, and lasted just a littlebit longer, me as a father, fulltime work and etc etc, dont really have time to play 4-5+ hours per day and I fear cyrodiil will get harder and harder for me as time goes by because everyone is gaining much more cp then me. I mainly play this game because of cyrodiil, and also spend most of my time there, but the xp/cp gain in pvp is laughable compared to grinding or questing/trial etc.

    And, if I havent missunderstood this, you gain enlighetenment regardless of being offline or online, you just use it up as you go, but if youre offline, you gain the same amount, but you just save it up (max 3 days). This hurts us that are offline more, since we wont really gain more enlightenment, just manage to save it up some, Id like if you gain more cp if you are offline then online.

    Thank you.
    Edited by olsborg on March 9, 2015 6:59AM

    PC EU
    PvP only
  • Denaia
    Denaia
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    I have a second suggestion on the matter :smile:

    Everyone can earn 4 cp per day maximum, after that you get no more cp.

    There is a maximum cap of CP one can have every day, this is to make sure that those who abused the previous system and got 100ths of points can't progress till they are on par with the rest.

    The 4 points that can be gained should be relatively easy to gain without enlightment, for casual players there is enlightment to keep up.
  • Grim13
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    Also, make skill points account wide. HELL, make level account wide. Give everyone automatic vr14 characters everytime they roll a new one.

    I'm sorry, but there's only so many times someone can play the same *** content!
    Edited by Grim13 on March 9, 2015 7:18AM
  • olsborg
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    Also, the dailies in cyrodiil, talking about the quest hubs, cheydinhal, bruma etc. Those quests give 4990 xp, sure some of them are quick to complete, and some are not, but they give too little xp.

    If I grind monsters in v10 zone, I can get around 4000xp in 30 seconds, if I find a good group of monsters. A quest in a high risk pvp zone should give alot more then 4990 in my opinon, considering some of them take 10-20 minutes to complete.
    Edited by olsborg on March 9, 2015 7:31AM

    PC EU
    PvP only
  • ub17_ESO
    ub17_ESO
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    reduce the amount of XP required for each champion point from 400,000 to the 200,000 used for the conversion of pre 1.6 veteran rank characters to post 1.6 characters under the new champion system . No players XP earned should be worth half of another players xp earned regardless of when they earned it .

    Take various locations where there are few post level 50 quests , and increase the respawn rate of the mobs there while ensuring those mobs also provide level appropriate XP . Some players would prefer to grind mobs over quests and they should have places to goto for that .

    Increase the XP earned from doing instanced dungeons (group and solo) .

    Increase the XP awarded in PvP for killing another player or any other activity that is related directly to PvP(edit to include other PvP related actions) . Basically I do not want to see PvPers forced to grind PVE so they can be competitive in PvP .

    roll back the gains of those who abused the enlightenment bug . Cheaters should not be rewarded .


    I agree with all but the 1st part, i dont understand what you are getting at with that one.
    Edited by ub17_ESO on March 9, 2015 8:04AM
  • Squa
    Squa
    This is just my opinion, but I would love increased xp for dungeon and delve completion. And by that, I dont mean first time completion. It could even be on like a daily timer or something to encourage people to diversify there runs.

    Also, giving anomalies more xp would be good.

    I think giving xp for non-combat activities would be pretty nice too. Such as increased xp for crafting writs and more xp for things like ledgerman or even xp for catching rare fish.

    I also think that it should only take maybe a 3/4th of a zone at most to hit a vet level. So upping quest xp all around would be swell. With how the game works now, completing all vet zones should hit a character between v12-14 based on there other activities. Right now now, I think you would be lucky getting a v10 after completion.
    Squa Zer (v14 NB NA)
  • ub17_ESO
    ub17_ESO
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    Hi everyone,

    We've been reading your posts and understand that many of you are frustrated over recent developments in the game including how you gain Champion Points, how often you're able to gain a Point, how you can gain XP (and therefore, get Champion Points!), among a number of other things. We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.

    We can tell you that we are planning to adjust XP that you receive from dungeons and Trials so they offer a more viable way to level and/or receive Champion Points. We also are continuing to hammer on the Enlightenment issues that many of you are experiencing - we want to make sure it works so you can get the Points you deserve. Tell us what's been frustrating you, and we'll do our best to address it. Just remember to stay constructive and respectful - you're allowed to not like something, but tell us why and what we can do to make it better.

    Thanks!

    Thank you for reaching out for feedback. Hopefully the community provides what you are looking for. Here is my handful of copper:

    As long as there is disparity in the experience gain from different activities there will be an incentive and subtle internal obligation to perform the activity that will net the most gain. This is certainly not all-inclusive, but here are a handful of ways people can or do play the game:

    -open world monster grind
    -Questing
    -delve diving
    -Trials
    -DSA/VDSA
    -PvP
    -World Boss and Dolmen clearing
    -Daily Crafting Writs
    -Justice System activities
    -Veteran Dungeon diving

    If we are to truly play the way we want to play, all of these play styles should be equally rewarding as far as the champion system is concerned. Not to belabor the point, but for example: my personal favorite thing to do in ESO is VDSA, can't get enough! Based on my skill I should earn comparable experience in VDSA as I would running veteran dungeons. My skill at PvP has surely suffered because I spend my hours in VDSA, so when I am supporting the alliance in Cyrodil I would not earn as much experience. However a player that lives, eats, breaths, sleeps Cyrodil would find himself in opposite shoes. In short the peak experience gain in all of these activities should be equal. That would allow players to earn comparable experience based on their individual skill at the activity they enjoy doing.
  • sebban
    sebban
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    Hi everyone,

    We've been reading your posts and understand that many of you are frustrated over recent developments in the game including how you gain Champion Points, how often you're able to gain a Point, how you can gain XP (and therefore, get Champion Points!), among a number of other things. We'd like you to tell us what you'd like to see instead, or how you'd like to do something differently than what's currently offered.

    We can tell you that we are planning to adjust XP that you receive from dungeons and Trials so they offer a more viable way to level and/or receive Champion Points. We also are continuing to hammer on the Enlightenment issues that many of you are experiencing - we want to make sure it works so you can get the Points you deserve. Tell us what's been frustrating you, and we'll do our best to address it. Just remember to stay constructive and respectful - you're allowed to not like something, but tell us why and what we can do to make it better.

    Thanks!

    I am a PvE player at heart, so I will adress my issues and ignore others (like PvP).

    I would love to see increased XP gained for doing dungeons, both normal scaled to level and VR Dungeons. While under Enlightenment I did VR Crypt of Hearts and gained about 90K xp. Since this dungeon takes about 25-30 mins (depending on skill), I feel a total of 200K while Enlightened is a appropriate amount to keep in line with the 1CP/h while Enlightened. Perhaps a bit less for the easier dungeons that are faster. Perhaps a bit more for VR CoA.

    To avoid exploiting, you could put the majority of XP on the last boss.

    Bonus XP for completing Hard Modes or speedruns should be a thing (not just for the achievement, but every time you complete them).

    Trials should also award ALOT more XP. To avoid exploits, put the XP gains on the bosses on a increasing rate, where the first boss gives lower XP and the last boss gives alot of XP. Again, Hard Mode should give bonus XP.

    Also realize that it's alot harder to put together a group for Dungeons and Trials compared to just soloing quests and grinding mobs. Every dungeon run and every trial includes alot of dead time, just waiting for everyone to show up or trying to find that elusive healer. This should be taken into account when calculating the amount of XP rewarded. 200K xp while Enlightened for a Trial is not unreasonable for the normal population (ignoring the top 1% elite playerbase who will benefit more due to faster runs).

    Thanks for your time, I hope you will take a good look at the amount of XP rewarded for Dungeons and Trials.
    PC EU
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  • Syldayan
    Syldayan
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    Make enlightement give you 1 cp per day. after that you need to farm xp per 400 000 for one another CP and no more.

    With this system each day you log into your account you have 1 cp ( good for the peeps who dont have to much time for playing) and you can grind one another ( good for peeps who want more and have time ) .

    And no more than 2 cp per day ( less grind and more play ) .
  • Vanzen
    Vanzen
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    Syldayan wrote: »
    Make enlightement give you 1 cp per day. after that you need to farm xp per 400 000 for one another CP and no more.

    With this system each day you log into your account you have 1 cp ( good for the peeps who dont have to much time for playing) and you can grind one another ( good for peeps who want more and have time ) .

    And no more than 2 cp per day ( less grind and more play ) .

    A bit harsh.

    Honestly, is it that complicated ? 2 cp enlightement a day, 4 cp max. +20% xp all accross the board pvp/pve. Who's gonna complain ?
    Casuals get 2 cp a day with no hassle (and the feeling of acomplishement), the hardcores get double.
    And no "in need of severe addiction treatment freak" will spoil the fun for everyone else with 1000 cp in 3 months.
    See ? Simple.

    Ps: on a business note. You wont sell xp potion to help get 1 crappy cp ... And certainly not for the little help it gives to get a non enlightement cp.

    Edited by Vanzen on March 9, 2015 9:12AM
  • Lookstowindwards
    Lookstowindwards
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    My two cent, mostly said already in this and other thread on the forums:

    1) Enlightment should at least give 1 CP toward each of the groups - so it should last for 3 CP a day in total (simply because not all builds need every group of signs, so for example getting only one warrior-point a day could be frustrating). While offline it should accumulate for _at least_ three days, so one could catch up, if having no time to play during the week or if on holiday etc.

    2) Give at least SOME CPs during the level progress toward lvl50! One every 2 level, or let the quests that give skillpoint ALSO give ONE CP (would be alt-friendly and encourage to play with friend who start anew/again with TU)

    3) Give SOME CPs through achievements! No, not only through achievements and also not for all, but at least for the big metas (examples: all main quests of a faction; rare fish per region AND all rare fish! (no Im no angler); the (vet?-)dungeons metas; the meta of the big delve, including the group challenge (so one per region); having all motifs; completed collections; etc.pp.)

    4) Fix CP-gain in PvP; give more CP (with enlightment) per player kill, double the exp (with en) of _at least_ the kill quests, so one could earn CP for PvP, not only for doing the PvE-Quests in Cyro. Also give ONE CP per PvP-Titel (bound to the achievement)

    5) More CP-exp (with enlightment) for the crafting writs, pledges, justice system activities etc.

    6) If indeed (I didnt know one such person) some people did abuse the bugs and now sit on a maddening high number of CPs, you should rollback them to a reasonable number, say 100 or 120 CPs

    7) Dont simply nerf Exp-gain through grinding (if someone likes it, they should be able to earn Exp that way), just make sure enlightment does actually work (so it doesnt say on forever...) and the spots arent buggy

    thats all for now :)
  • azoriangaming
    azoriangaming
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    So Ive been seeing a lot of concerns over the champion system and how it'll affect pvp,new,none grinder etc etc so here is my idea for the champion system.

    Maybe something like a system cap on dlc's is the way to go eg from now to the next dlc max points you can get is like x amount then a new dlc arrives and the max points you can get then goes up to another x amount and so on so the points aren't getting to far ahead of new players and you'll still have your progression mmo and it'll just be tiered everybody wins zeni will get money because people have to buy dlc to progress and new players won't get so far behind and will be able to catch up.

    I think also everyone's enlightenment clock should start at the same time whatever time you log on you obviously cap it a once a day per person, this way you can organise with friends and guild mates on times when to log so you've got automatic enlightenment and your ready to do what you need to do.
    Edited by azoriangaming on March 9, 2015 9:28AM
  • Kuro1n
    Kuro1n
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    So this is how I see it to make the difference in power smaller.

    CPs should be ~800k per point, enlightenment should give 8x EXP for CP during its period per day. Enlightenment has to be fixed so everyone gets the same amount per day and NOT none at all for some and also so that we can have 2.4mil or 3.2mil EXP stored up in Enlightenment (so the rate would be same as before essentially). These changes would make it so that grinding mobs for no reason has a small impact after E is out and that casual players wont fall too far behind, in later patches this could be changed EXP per point is 200k so that new players could catch up with oldtimers (to get to the crucial amounts needed to be effective in PVP and other endgame things).

    Another option would be so that the EXP needed per CP raises with each 100 CP you gain, 100k EXP for under 100CP, 200k EXP for under 200CP and so on making it harder and harder to get the points (meaning the power difference is smaller and smaller as new players will have an easier time reaching a competitive level).

    About gaining the CP (and EXP in general), I feel that currently a lot of activities aren't supported (essentially only grinding and questing is and you are all the time trying to bash the *** out of grinding). What you need to do instead of *** the gain up for everyone is to increase the rewards of other activities, crafting should give EXP, gathering should give EXP, PVP should give EXP and so on. For crafting you could have a static amount that it gives and that amount should be maybe half of what a hardcore grinder could earn while grinding (to not turn everyone into a crafter for the über rates). Cyro should give EXP at reasonable rates as well, probably close to that of a grinder as well, say 3/4th the speed. That would also let people do WHAT THEY ENJOY when starting a character. If I could I would have gone into cyro at level 10 and stayed there until I was VR14 since I have close to zero interest for anything else ingame.

    TL;DR: Either way, I am sure others have written even better things in this thread than I have but the point should be clear by now, try to minimize the gap between hardcore grinders and others as well as encouraging players to do what they enjoy in game by boosting the amount of EXP so you get from different activities so people don't feel forced to stay someplace and grind (this is not done by nerfing that grind though which just leaves the players who don't have that amount of CP behind without options to catch up but by boosting other activities by huge amounts).
  • Domander
    Domander
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    I want you to make sure no one is months ahead of everyone else because of bugs/exploits.
    Edited by Domander on March 9, 2015 9:49AM
  • Enodoc
    Enodoc
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    Pulled this suggestion of mine out of the PTS forum:
    Enodoc wrote: »
    Here's what I would like to see for CP gain:
    • 1 CP every 240,000 XP (rather than 400,000 XP; that's too high)
    • Enlightenment gives 3x XP (instead of 4x; that's too much difference)
    • Higher XP reward (4x current) for Cadwell, Pledges, DSA and Trials
    • XP from Justice System lockpicking (doors and safeboxes) and pickpocketing (only if not caught)
    • CP gain from crafting (eg, 1 CP-tick for 10 Inspiration)
    • CP gain directly from AP (eg, 1 CP-tick for each AP)
    I also think that something should be done to address the disparity caused by the Enlightenment bug, but I have no idea how this could be made fair. If ZOS know everyone's XP difference between when 1.6 was released, and now, then they can reset everyone's CP to 1.6 release values +1 CP per 300,000 XP over that (to balance what would have been Enlightened with what would not have been).
    UESP: The Unofficial Elder Scrolls Pages - A collaborative source for all knowledge on the Elder Scrolls series since 1995
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  • f047ys3v3n
    f047ys3v3n
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    A brief history of XP and grind nerfing so well as I can remember it and what to do about your Champoion system as I detect you all may finally have realized you screwed the pooch.

    The first nerf I remember was the 4 man dungeon mob nerf. This was probably the most popular hardcore gamer grind at launch. Mobs in these dungeons were numerous and paid good XP. People 2 man grind toons straight up to V10 in a few days just killing zombies in Wayrest Sewers. Then, as now, the quest was an insignificant portion of the XP in Vet dungeons and so mob killing it was. One guy I know did 7 toons to max level using this grind.

    The next nerf I remember was the public dungeon nerf. Public dungeons have a lot of mobs and they used to pay normal mob xp. An even bigger bonus to this was that good players could easily solo and many of these dungeons made a nice circle. I remember the Eastmarch dungeon being particularly popular. I should not that when public dungeon grinding was popular there were a lot of choices and so things generally didn't get too crowded. The downside of the grind was the same as all public grinds, more people kill the XP so things generally get very contentious and vicious with people yelling, cussing, and trying to get each other to leave.

    I'm not sure where the PVP kill quest nerf fit in but I remember that happening a long time ago. The PVP objective quests have never worked real well as they randomly assign you one that probably bears no resemblance to any strategically important objective. You can no longer cycle though these to get one that matters so you can't even clunkally shop. If you are lucky enough to have one that coincides with what you actually want to do and complete it you have to remove yourself from a fight for a long time to turn it in at which point you find out it's not worth much anyway. The exception to much of this was kill quests which used to be non-specific, decent xp wise, and endlessly repeatable. People ground them untill they were changed to one a day and they added class specific ones. This was amusing as you could monitor the disappearance of Sorcs and to some extent NB's from the game but it no longer added up to much XP.

    More important than the PVP kill quest nerf was the PVP pot farming nerf. Serious PVP'rs are probably the most sophistic exploiters in the game (this latest keep bug is a great example of that.) The reason for this is obvious as they can realistically control both sides of a fight by making alliances or having other accounts in other alliances. One of their first exploits was to have toons in a second alliance. They would all take their alt toons out except for one guy and he would set up a bunch of oil pots and farm his guild mates for hours. This was nerfed by reducing xp gain for killing the same player again and again. The side effect of this was that all PVP'rs who are usually fighting the same defenders or aggressors again and again lost most of their xp. Eventually they would also prohibit alt toons in the same campaign as a further hurdle to various exploitative or treasonous activities. PVP has always been hard to control because of the player controlled nature of both sides of the fight. Realistically, even today, it is the the guilds and individuals who politic and exploit that have the most success and out gain other players in XP and AP many, many, times over.

    Maybe this was when lower craiglorn was released. With that came a level cap increase and anomaly grinding. These world events paid great xp at first and after the first nerf on the first day still good but not great XP. People continued to group and grind them until the second nerf put a time out on xp from them making them un-grindable. The loot on these was also nerfed at the time of the second nerf. They really paid a lot of purples before that nerf.

    I don't remember if the coldharbor zombies fit in here but they were popular until scaling was changed to heavily punish vet toons for killing under leveled mobs. It was a cheap grind killing weaksauce low leveled mobs but the nerf of it had the unintended effect of making questing on your max level toon a pretty low XP activity. This didn't matter at the time but it sure looms large now for people who ground up toons and have that option available to them.

    Also popular at this time was grinding the trash mobs in trials. People would just bring a few folks into trials and kill the trash mobs before the boss.

    Next came upper craig and the Scorpion and Whelwa grinds. By killing these overworld bosses without killing their adds they would instantly respawn. This made the grinds fast and efficient though breakable by grevers who would kill the adds and therefore very contentious. These were probably the most efficient grinds since the Wayrest grind and actually allowed fast leveling through vet ranks at one of the slowest vet leveling times in the game. I think the Scorpion grind lasted about 5 days before it's instant respawn mechanic was removed. At that time it was discovered the Whelwa boss had the same mechanic. ZOS response to this was a pretty far reaching and nerfed pretty much all boss XP to near mob level. No bosses have been worth much since. I should also note that this nerf hit the very popular, long standing, thief grind.

    The funny thing about the time between lower and upper craiglorn and between upper craglorn and 1.6 is that some very good grinds did exist during these times and nobody much noticed or complained as people quietly ground alt toons to max level. Skyreach was a closely held secret in the endgame community at this time and Spellscar was a pretty popular place. Rukunzeldelf in lower craig was also popular but was itself ninja nerfed at some point. I would wager that given the low general XP in this game few max level toons were minted without these strategies.

    Now we come to the Saturdays ninja mega nerf. Upper Craig delve mobs were one of the last full xp / mob scenarios. They weren't exploity requiring say instant boss respawns or treasonous cross alliance PVP farming. They were just full XP high level mobs that existed in high numbers and in an instanced dungeon so that the grind couldn't get over populated and vicious like say spellscar. Because of the lack of any other known options for getting XP endgame PVE players flocked to these in numbers more massive than I have probably ever seen for any other in game activity ever.

    Now we sit in a state of the game where only a few areas of full XP mobs exist and probably all these are overland. Since overland sites are not instanced they pretty quickly get jammed up and become exercises in people yelling and pissing at each other to leave. Very un-fun.

    Lets talk about the unintended consequences to those "legitimately playing" the game of all these nerfs. When questing almost all the XP was mobs. All of the mobs in delves now have the reduced delve XP. Any delve and world boss you encounter has the reduced boss XP. Overland mob areas are generally more crowded as little else gives much XP so your unlikely to find many of those to kill. Than you get your lousy turn in XP which may be the entire problem with the whole system. If you go to do your leveled 4 man dungeon or public dungeon you will be hit with the mob and boss nerfs. Do a trial and you get the trials mob nerfs. The bottom line is that all the nerfs that destroyed all those grinds had the unintended effect of equally reducing XP for those "legitimately playing" and it is now quite impossible to get that targeted 1 CP per hour while doing so.

    You see, because no significant portion of the XP in the game ever came from quest turn ins and almost all of it came from mobs and bosses the XP was always very easy to get without doing the quests. The flip side of this was that when people were prevented from doing this by nerfing boss and mob xp they were also prevented from getting any xp from questing since the quest itself was never significant and those questing kill the same mobs and bosses.

    So, what is the conclusion of all of this. I would say you need to hire an economist with some gaming experience to analyze your incentive structure and fix it as the activities you want people to do have never been extrinsically rewarding. You need to fire most of you leadership because they failed to see this and woefully misplaced priorities. You should promote the armor dying team as that was a perfect synergy of incentives for hardcore people, fun for casuals, and even clean execution. Truly it is a bright spot in a long history of terrible failures of which the Champion system I think will be the greatest because, not does adding an endless grind leveling progression system not count as new content, but MMO's have level caps for a reason.
    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
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